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Copy pathYoshI.O.-ver1.3.2.lua
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YoshI.O.-ver1.3.2.lua
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-- YoshI/O by BrunoValads
-- Just a port of SethBling's MarI/O
-- partially translated to Snes9x 1.43 v18 API by Amaraticando
-- Feel free to use this code, but please do not redistribute it.
-- Intended for use with the Snes9x-rr emulator and Super Mario World 2 - Yoshi's Island ROM.
-- Start this script a bit prior to the desired level, an internal savestate will be created then...
-- USER OPTIONS
local OPTIONS = {
showNetwork = true,
showMutationRates = false,
hideBanner = false,
display_fitness_lines = true,
draw_tile_map_type = false,
draw_tile_map_grid = false,
draw_tile_map_screen = false
}
-- Compatibility
function gui.drawBox(x1, y1, x2, y2, line, fill) gui.box(x1, y1, x2, y2, fill, line) end
gui.drawText = gui.text
gui.drawLine = gui.line
--function memory.read_s8(address) return memory.readbytesigned(0x700000 + address) end --\ Bank 0x70 is SFXRAM
--function memory.read_s16_le(address) return memory.readwordsigned(0x700000 + address) end --/
function joypad.set2(controler) joypad.table = controller end
fmt = string.format
Savestate_object = savestate.create() -- savestate is created on the fly, not a previous "DP1.state"
savestate.save(Savestate_object)
ButtonNames = {
"A",
"B",
"X",
"Y",
"up",
"down",
"left",
"right",
}
BoxRadius = 6
InputSize = (BoxRadius*2+1)*(BoxRadius*2+1)
Inputs = InputSize+1
Outputs = #ButtonNames
Population = 300
DeltaDisjoint = 2.0
DeltaWeights = 0.4
DeltaThreshold = 1.0
StaleSpecies = 15
MutateConnectionsChance = 0.25
PerturbChance = 0.90
CrossoverChance = 0.75
LinkMutationChance = 2.0
NodeMutationChance = 0.50
BiasMutationChance = 0.40
StepSize = 0.1
DisableMutationChance = 0.4
EnableMutationChance = 0.2
TimeoutConstant = 20
MaxNodes = 1000000
Y_CAMERA_OFF = 1
RAM = {
yoshi_x = 0x70008C, -- 2 bytes
yoshi_y = 0x700090, -- 2 bytes
invincibility_timer = 0x7001D6, -- 2 bytes
baby_mario_x = 0x7010E2, -- 2 bytes
baby_mario_y = 0x701182, -- 2 bytes
sprite_status = 0x700F00,
sprite_x = 0x7010E0, -- 2 bytes
sprite_y = 0x701180, -- 2 bytes
camera_x = 0x7E0039, -- 2 bytes
camera_y = 0x7E003B, -- 2 bytes
screen_number_to_id = 0x700CAA, -- 128 bytes table
Map16_data = 0x7F8000, -- 32768 bytes table, in words
}
SOLID_BLOCKS = { -- solid and one-way solid blocks, via tests
0x01, 0x02, 0x03, 0x05, 0x06, 0x08, 0x0A, 0x0C, 0x0D, 0x0F,
0x10, 0x15, 0x1A, 0x1B, 0x1C ,
0x29, 0x2C, 0x2F,
0x33, 0x38, 0x39, 0x3E, 0x3F,
0x40, 0x41, 0x44, 0x45, 0x48, 0x49, 0x4B, 0x4C, 0x4E,
0x50, 0x53, 0x55, 0x57, 0x59, 0x5B, 0x5D, 0x5F,
0x66, 0x67, 0x6B, 0x6E,
0x79, 0x7D,
0x90, 0x95, 0x9A, 0x9D, 0x9F,
0xA0, 0xA1, 0xA2
}
-- draws a rectangle given (x,y) and dimensions, with SNES' pixel sizes
local draw_rectangle = function(x, y, w, h, line, fill)
gui.box(x, y, x + w, y + h, fill, line)
end
-- Converts the in-game (x, y) to SNES-screen coordinates
local function screen_coordinates(x, y)
camera_x = memory.readwordsigned(RAM.camera_x)
camera_y = memory.readwordsigned(RAM.camera_y)
local x_screen = (x - camera_x)
local y_screen = (y - camera_y) - Y_CAMERA_OFF
return x_screen, y_screen
end
function getPositions()
yoshi_x = memory.readwordsigned(RAM.yoshi_x)
yoshi_y = memory.readwordsigned(RAM.yoshi_y)
yoshi_screen_x, yoshi_screen_y = screen_coordinates(yoshi_x, yoshi_y)
baby_mario_x = memory.readwordsigned(RAM.baby_mario_x)
baby_mario_y = memory.readwordsigned(RAM.baby_mario_y)
baby_mario_screen_x, baby_mario_screen_y = screen_coordinates(baby_mario_x, baby_mario_y)
end
function getTile(dx, dy)
x = 16*math.floor((yoshi_x + dx + 4)/16) --\ Yoshi's center tile
y = 16*math.floor((yoshi_y + dy + 10)/16) --/
local screen_region_x = math.floor(x/256)
local screen_region_y = math.floor(y/256)
local screen_number = screen_region_y*16 + screen_region_x
local screen_id = memory.readbyte(RAM.screen_number_to_id + screen_number)
local block_x = (x%256)/16
local block_y = (y%256)/16
local block_id = 256*screen_id + 16*block_y + block_x
local kind_low = memory.readbyte(RAM.Map16_data + 2*block_id) --
local kind_high = memory.readbyte(RAM.Map16_data + 2*block_id + 1) --
return kind_high
end
function getSprites()
local sprites = {}
for id = 0, 23 do
-- id to read memory correctly
local id_off = 4*id
local status = memory.readbyte(RAM.sprite_status + id_off)
if status ~= 0 then
sprite_x = memory.readwordsigned(RAM.sprite_x + id_off + 2)
sprite_y = memory.readwordsigned(RAM.sprite_y + id_off + 2)
sprites[#sprites+1] = {["x"]=sprite_x, ["y"]=sprite_y}
end
end
return sprites
end
function getExtendedSprites() -- not used in this YI port
local extended = {}
for id=0,11 do
local number = memory.readbyte(0x7e170B+id)
if number ~= 0 then
spritex = memory.readbyte(0x7e171F+id) + memory.readbyte(0x7e1733+id)*256
spritey = memory.readbyte(0x7e1715+id) + memory.readbyte(0x7e1729+id)*256
extended[#extended+1] = {["x"]=spritex, ["y"]=spritey}
end
end
return extended
end
function getInputs() -- not ready
getPositions()
sprites = getSprites()
--extended = getExtendedSprites()
local inputs = {}
for dy=-BoxRadius*16,BoxRadius*16,16 do
for dx=-BoxRadius*16,BoxRadius*16,16 do
inputs[#inputs+1] = 0
tile_high = getTile(dx, dy)
local tile_is_solid = false
for i = 1, #SOLID_BLOCKS do
if tile_high == SOLID_BLOCKS[i] then
tile_is_solid = true
break
end
end
if tile_is_solid then --and yoshi_y+dy < 0x100 then
inputs[#inputs] = 1
end
for i = 1,#sprites do
distx = math.abs(sprites[i]["x"] - (yoshi_x+dx))
disty = math.abs(sprites[i]["y"] - (yoshi_y+dy))
if distx <= 8 and disty <= 8 then
inputs[#inputs] = -1
end
end
--[[
for i = 1,#extended do
distx = math.abs(extended[i]["x"] - (yoshi_x+dx))
disty = math.abs(extended[i]["y"] - (yoshi_y+dy))
if distx < 8 and disty < 8 then
inputs[#inputs] = -1
end
end]]
end
end
return inputs
end
function sigmoid(x)
return 2/(1+math.exp(-4.9*x))-1
end
function newInnovation()
pool.innovation = pool.innovation + 1
return pool.innovation
end
function newPool()
local pool = {}
pool.species = {}
pool.generation = 0
pool.innovation = Outputs
pool.currentSpecies = 1
pool.currentGenome = 1
pool.currentFrame = 0
pool.maxFitness = 0
return pool
end
function newSpecies()
local species = {}
species.topFitness = 0
species.staleness = 0
species.genomes = {}
species.averageFitness = 0
return species
end
function newGenome()
local genome = {}
genome.genes = {}
genome.fitness = 0
genome.adjustedFitness = 0
genome.network = {}
genome.maxneuron = 0
genome.globalRank = 0
genome.mutationRates = {}
genome.mutationRates["connections"] = MutateConnectionsChance
genome.mutationRates["link"] = LinkMutationChance
genome.mutationRates["bias"] = BiasMutationChance
genome.mutationRates["node"] = NodeMutationChance
genome.mutationRates["enable"] = EnableMutationChance
genome.mutationRates["disable"] = DisableMutationChance
genome.mutationRates["step"] = StepSize
return genome
end
function copyGenome(genome)
local genome2 = newGenome()
for g=1,#genome.genes do
table.insert(genome2.genes, copyGene(genome.genes[g]))
end
genome2.maxneuron = genome.maxneuron
genome2.mutationRates["connections"] = genome.mutationRates["connections"]
genome2.mutationRates["link"] = genome.mutationRates["link"]
genome2.mutationRates["bias"] = genome.mutationRates["bias"]
genome2.mutationRates["node"] = genome.mutationRates["node"]
genome2.mutationRates["enable"] = genome.mutationRates["enable"]
genome2.mutationRates["disable"] = genome.mutationRates["disable"]
return genome2
end
function basicGenome()
local genome = newGenome()
local innovation = 1
genome.maxneuron = Inputs
mutate(genome)
return genome
end
function newGene()
local gene = {}
gene.into = 0
gene.out = 0
gene.weight = 0.0
gene.enabled = true
gene.innovation = 0
return gene
end
function copyGene(gene)
local gene2 = newGene()
gene2.into = gene.into
gene2.out = gene.out
gene2.weight = gene.weight
gene2.enabled = gene.enabled
gene2.innovation = gene.innovation
return gene2
end
function newNeuron()
local neuron = {}
neuron.incoming = {}
neuron.value = 0.0
return neuron
end
function generateNetwork(genome)
local network = {}
network.neurons = {}
for i=1,Inputs do
network.neurons[i] = newNeuron()
end
for o=1,Outputs do
network.neurons[MaxNodes+o] = newNeuron()
end
table.sort(genome.genes, function (a,b)
return (a.out < b.out)
end)
for i=1,#genome.genes do
local gene = genome.genes[i]
if gene.enabled then
if network.neurons[gene.out] == nil then
network.neurons[gene.out] = newNeuron()
end
local neuron = network.neurons[gene.out]
table.insert(neuron.incoming, gene)
if network.neurons[gene.into] == nil then
network.neurons[gene.into] = newNeuron()
end
end
end
genome.network = network
end
function evaluateNetwork(network, inputs)
table.insert(inputs, 1)
if #inputs ~= Inputs then
print("Incorrect number of neural network inputs.")
return {}
end
for i=1,Inputs do
network.neurons[i].value = inputs[i]
end
for _,neuron in pairs(network.neurons) do
local sum = 0
for j = 1,#neuron.incoming do
local incoming = neuron.incoming[j]
local other = network.neurons[incoming.into]
sum = sum + incoming.weight * other.value
end
if #neuron.incoming > 0 then
neuron.value = sigmoid(sum)
end
end
local outputs = {}
for o=1,Outputs do
local button = "P1 " .. ButtonNames[o]
if network.neurons[MaxNodes+o].value > 0 then
outputs[button] = true
else
outputs[button] = false
end
end
return outputs
end
function crossover(g1, g2)
-- Make sure g1 is the higher fitness genome
if g2.fitness > g1.fitness then
tempg = g1
g1 = g2
g2 = tempg
end
local child = newGenome()
local innovations2 = {}
for i=1,#g2.genes do
local gene = g2.genes[i]
innovations2[gene.innovation] = gene
end
for i=1,#g1.genes do
local gene1 = g1.genes[i]
local gene2 = innovations2[gene1.innovation]
if gene2 ~= nil and math.random(2) == 1 and gene2.enabled then
table.insert(child.genes, copyGene(gene2))
else
table.insert(child.genes, copyGene(gene1))
end
end
child.maxneuron = math.max(g1.maxneuron,g2.maxneuron)
for mutation,rate in pairs(g1.mutationRates) do
child.mutationRates[mutation] = rate
end
return child
end
function randomNeuron(genes, nonInput)
local neurons = {}
if not nonInput then
for i=1,Inputs do
neurons[i] = true
end
end
for o=1,Outputs do
neurons[MaxNodes+o] = true
end
for i=1,#genes do
if (not nonInput) or genes[i].into > Inputs then
neurons[genes[i].into] = true
end
if (not nonInput) or genes[i].out > Inputs then
neurons[genes[i].out] = true
end
end
local count = 0
for _,_ in pairs(neurons) do
count = count + 1
end
local n = math.random(1, count)
for k,v in pairs(neurons) do
n = n-1
if n == 0 then
return k
end
end
return 0
end
function containsLink(genes, link)
for i=1,#genes do
local gene = genes[i]
if gene.into == link.into and gene.out == link.out then
return true
end
end
end
function pointMutate(genome)
local step = genome.mutationRates["step"]
for i=1,#genome.genes do
local gene = genome.genes[i]
if math.random() < PerturbChance then
gene.weight = gene.weight + math.random() * step*2 - step
else
gene.weight = math.random()*4-2
end
end
end
function linkMutate(genome, forceBias)
local neuron1 = randomNeuron(genome.genes, false)
local neuron2 = randomNeuron(genome.genes, true)
local newLink = newGene()
if neuron1 <= Inputs and neuron2 <= Inputs then
--Both input nodes
return
end
if neuron2 <= Inputs then
-- Swap output and input
local temp = neuron1
neuron1 = neuron2
neuron2 = temp
end
newLink.into = neuron1
newLink.out = neuron2
if forceBias then
newLink.into = Inputs
end
if containsLink(genome.genes, newLink) then
return
end
newLink.innovation = newInnovation()
newLink.weight = math.random()*4-2
table.insert(genome.genes, newLink)
end
function nodeMutate(genome)
if #genome.genes == 0 then
return
end
genome.maxneuron = genome.maxneuron + 1
local gene = genome.genes[math.random(1,#genome.genes)]
if not gene.enabled then
return
end
gene.enabled = false
local gene1 = copyGene(gene)
gene1.out = genome.maxneuron
gene1.weight = 1.0
gene1.innovation = newInnovation()
gene1.enabled = true
table.insert(genome.genes, gene1)
local gene2 = copyGene(gene)
gene2.into = genome.maxneuron
gene2.innovation = newInnovation()
gene2.enabled = true
table.insert(genome.genes, gene2)
end
function enableDisableMutate(genome, enable)
local candidates = {}
for _,gene in pairs(genome.genes) do
if gene.enabled == not enable then
table.insert(candidates, gene)
end
end
if #candidates == 0 then
return
end
local gene = candidates[math.random(1,#candidates)]
gene.enabled = not gene.enabled
end
function mutate(genome)
for mutation,rate in pairs(genome.mutationRates) do
if math.random(1,2) == 1 then
genome.mutationRates[mutation] = 0.95*rate
else
genome.mutationRates[mutation] = 1.05263*rate
end
end
if math.random() < genome.mutationRates["connections"] then
pointMutate(genome)
end
local p = genome.mutationRates["link"]
while p > 0 do
if math.random() < p then
linkMutate(genome, false)
end
p = p - 1
end
p = genome.mutationRates["bias"]
while p > 0 do
if math.random() < p then
linkMutate(genome, true)
end
p = p - 1
end
p = genome.mutationRates["node"]
while p > 0 do
if math.random() < p then
nodeMutate(genome)
end
p = p - 1
end
p = genome.mutationRates["enable"]
while p > 0 do
if math.random() < p then
enableDisableMutate(genome, true)
end
p = p - 1
end
p = genome.mutationRates["disable"]
while p > 0 do
if math.random() < p then
enableDisableMutate(genome, false)
end
p = p - 1
end
end
function disjoint(genes1, genes2)
local i1 = {}
for i = 1,#genes1 do
local gene = genes1[i]
i1[gene.innovation] = true
end
local i2 = {}
for i = 1,#genes2 do
local gene = genes2[i]
i2[gene.innovation] = true
end
local disjointGenes = 0
for i = 1,#genes1 do
local gene = genes1[i]
if not i2[gene.innovation] then
disjointGenes = disjointGenes+1
end
end
for i = 1,#genes2 do
local gene = genes2[i]
if not i1[gene.innovation] then
disjointGenes = disjointGenes+1
end
end
local n = math.max(#genes1, #genes2)
return disjointGenes / n
end
function weights(genes1, genes2)
local i2 = {}
for i = 1,#genes2 do
local gene = genes2[i]
i2[gene.innovation] = gene
end
local sum = 0
local coincident = 0
for i = 1,#genes1 do
local gene = genes1[i]
if i2[gene.innovation] ~= nil then
local gene2 = i2[gene.innovation]
sum = sum + math.abs(gene.weight - gene2.weight)
coincident = coincident + 1
end
end
return sum / coincident
end
function sameSpecies(genome1, genome2)
local dd = DeltaDisjoint*disjoint(genome1.genes, genome2.genes)
local dw = DeltaWeights*weights(genome1.genes, genome2.genes)
return dd + dw < DeltaThreshold
end
function rankGlobally()
local global = {}
for s = 1,#pool.species do
local species = pool.species[s]
for g = 1,#species.genomes do
table.insert(global, species.genomes[g])
end
end
table.sort(global, function (a,b)
return (a.fitness < b.fitness)
end)
for g=1,#global do
global[g].globalRank = g
end
end
function calculateAverageFitness(species)
local total = 0
for g=1,#species.genomes do
local genome = species.genomes[g]
total = total + genome.globalRank
end
species.averageFitness = total / #species.genomes
end
function totalAverageFitness()
local total = 0
for s = 1,#pool.species do
local species = pool.species[s]
total = total + species.averageFitness
end
return total
end
function cullSpecies(cutToOne)
for s = 1,#pool.species do
local species = pool.species[s]
table.sort(species.genomes, function (a,b)
return (a.fitness > b.fitness)
end)
local remaining = math.ceil(#species.genomes/2)
if cutToOne then
remaining = 1
end
while #species.genomes > remaining do
table.remove(species.genomes)
end
end
end
function breedChild(species)
local child = {}
if math.random() < CrossoverChance then
g1 = species.genomes[math.random(1, #species.genomes)]
g2 = species.genomes[math.random(1, #species.genomes)]
child = crossover(g1, g2)
else
g = species.genomes[math.random(1, #species.genomes)]
child = copyGenome(g)
end
mutate(child)
return child
end
function removeStaleSpecies()
local survived = {}
for s = 1,#pool.species do
local species = pool.species[s]
table.sort(species.genomes, function (a,b)
return (a.fitness > b.fitness)
end)
if species.genomes[1].fitness > species.topFitness then
species.topFitness = species.genomes[1].fitness
species.staleness = 0
else
species.staleness = species.staleness + 1
end
if species.staleness < StaleSpecies or species.topFitness >= pool.maxFitness then
table.insert(survived, species)
end
end
pool.species = survived
end
function removeWeakSpecies()
local survived = {}
local sum = totalAverageFitness()
for s = 1,#pool.species do
local species = pool.species[s]
breed = math.floor(species.averageFitness / sum * Population)
if breed >= 1 then
table.insert(survived, species)
end
end
pool.species = survived
end
function addToSpecies(child)
local foundSpecies = false
for s=1,#pool.species do
local species = pool.species[s]
if not foundSpecies and sameSpecies(child, species.genomes[1]) then
table.insert(species.genomes, child)
foundSpecies = true
end
end
if not foundSpecies then
local childSpecies = newSpecies()
table.insert(childSpecies.genomes, child)
table.insert(pool.species, childSpecies)
end
end
function newGeneration()
cullSpecies(false) -- Cull the bottom half of each species
rankGlobally()
removeStaleSpecies()
rankGlobally()
for s = 1,#pool.species do
local species = pool.species[s]
calculateAverageFitness(species)
end
removeWeakSpecies()
local sum = totalAverageFitness()
local children = {}
for s = 1,#pool.species do
local species = pool.species[s]
breed = math.floor(species.averageFitness / sum * Population) - 1
for i=1,breed do
table.insert(children, breedChild(species))
end
end
cullSpecies(true) -- Cull all but the top member of each species
while #children + #pool.species < Population do
local species = pool.species[math.random(1, #pool.species)]
table.insert(children, breedChild(species))
end
for c=1,#children do
local child = children[c]
addToSpecies(child)
end
pool.generation = pool.generation + 1
writeFile("backup." .. pool.generation .. "." .. "level.state")
end
function initializePool()
pool = newPool()
for i=1,Population do
basic = basicGenome()
addToSpecies(basic)
end
initializeRun()
end
function clearJoypad()
controller = {}
for b = 1,#ButtonNames do
controller["P1 " .. ButtonNames[b]] = false
end
joypad.set2(controller)
end
function initializeRun()
savestate.load(Savestate_object); -- Amarat
rightmost = 0
pool.currentFrame = 0
timeout = TimeoutConstant
clearJoypad()
local species = pool.species[pool.currentSpecies]
local genome = species.genomes[pool.currentGenome]
generateNetwork(genome)
evaluateCurrent()
end
function evaluateCurrent()
local species = pool.species[pool.currentSpecies]
local genome = species.genomes[pool.currentGenome]
inputs = getInputs()
controller = evaluateNetwork(genome.network, inputs)
if controller["P1 Left"] and controller["P1 Right"] then
controller["P1 Left"] = false
controller["P1 Right"] = false
end
if controller["P1 Up"] and controller["P1 Down"] then
controller["P1 Up"] = false
controller["P1 Down"] = false
end
joypad.set2(controller) -- Amarat
end
if pool == nil then
initializePool()
end
function nextGenome()
pool.currentGenome = pool.currentGenome + 1
if pool.currentGenome > #pool.species[pool.currentSpecies].genomes then
pool.currentGenome = 1
pool.currentSpecies = pool.currentSpecies+1
if pool.currentSpecies > #pool.species then
newGeneration()
pool.currentSpecies = 1
end
end
end
function fitnessAlreadyMeasured()
local species = pool.species[pool.currentSpecies]
local genome = species.genomes[pool.currentGenome]
return genome.fitness ~= 0
end
function displayGenome(genome)
local network = genome.network
local cells = {}
local i = 1
local cell = {}
for dy=-BoxRadius,BoxRadius do
for dx=-BoxRadius,BoxRadius do
cell = {}
cell.x = 50+5*dx
cell.y = 70+5*dy
cell.value = network.neurons[i].value
cells[i] = cell
i = i + 1
end
end
local biasCell = {}
biasCell.x = 80
biasCell.y = 110
biasCell.value = network.neurons[Inputs].value
cells[Inputs] = biasCell
for o = 1,Outputs do
cell = {}
cell.x = 220
cell.y = 30 + 8 * o
cell.value = network.neurons[MaxNodes + o].value
cells[MaxNodes+o] = cell
local color
if cell.value > 0 then
color = 0x0000FFFF
else
color = 0x000000FF
end
gui.drawText(224, 26+8*o, ButtonNames[o], color, 0xffffffff)
end
for n,neuron in pairs(network.neurons) do
cell = {}
if n > Inputs and n <= MaxNodes then
cell.x = 140
cell.y = 40
cell.value = neuron.value
cells[n] = cell
end
end
for n=1,4 do
for _,gene in pairs(genome.genes) do
if gene.enabled then
local c1 = cells[gene.into]
local c2 = cells[gene.out]
if gene.into > Inputs and gene.into <= MaxNodes then
c1.x = 0.75*c1.x + 0.25*c2.x
if c1.x >= c2.x then
c1.x = c1.x - 40
end
if c1.x < 90 then
c1.x = 90
end
if c1.x > 220 then
c1.x = 220
end
c1.y = 0.75*c1.y + 0.25*c2.y
end
if gene.out > Inputs and gene.out <= MaxNodes then
c2.x = 0.25*c1.x + 0.75*c2.x
if c1.x >= c2.x then